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In a design and technology education context, the use of SketchUp as a virtual environment has not<br />

only enabled the visualisation of designs in a 3D form, but also in combination with other<br />

geographical technologies such as Google Earth, to develop and model designs. A virtual 3D<br />

modelling capability is cost effective as certain design problems can be modeled virtually with no<br />

resources being used. In recent years, the reduction in the cost of 3D additive and subtractive<br />

manufacturing technologies has enabled designers to take that next step in the design process and<br />

realise their design prototypes and has made these technologies, such as 3D printers, very<br />

accessible. This growing area of interest is again consistent with the NMC report’s predictions that<br />

the use of technologies to facilitate innovation and creative skills through ‘Makerspace’ environments<br />

are likely to gain greater traction within the coming year (Johnson et al., 2015).<br />

Cross-institutional collaboration and open education resources<br />

Collaboratively, Australian and New Zealand universities’ colleagues are exploring ways in which to<br />

share resources. As the textbooks and curriculum of the New Zealand students are slightly different<br />

from those in Australia, members are looking to re-purpose existing virtual resources for use with<br />

other institutions’ materials, as well as make their pedagogical materials available for use.<br />

Resources have been developed for creating, sharing and storing ‘learning objects’. This is in line<br />

with NMCs long-term trend of increasing cross-institutional collaboration (Johnson et al., 2015, p. 2).<br />

3D models off the rack are often purchased when possible. For construction, this is possible, but<br />

much more difficult in specialised fields such as pharmaceutical science. Many members access<br />

material in Second Life that has been created by other colleagues around the world. There is a vast<br />

resource pool which is easy to find and use rather than resorting to continually creating new<br />

artefacts. Using these tools makes it easier for students to understand the systems when they see<br />

them in operation. Other members have created their own resources to share across various virtual<br />

worlds. Often, the resources/objects/environments are completely self-contained, sometimes<br />

including the use of Heads Up Display (HUD). Many objects purchased from other creators have<br />

come with limited IP rights that are manifest in restrictive permissions assigned to 3D objects, raising<br />

barriers to sharing. An alternative is to recreate each object from scratch to ensure that there are no<br />

IP right issues, however this is labour intensive and inefficient. But, at the same time, this is the only<br />

alternative in some cases.<br />

Many members report that they are not sharing their simulation work even though general 3D virtual<br />

spaces have been created from existing resources and many are utilising open and free objects<br />

within Second Life to construct larger builds. Assets created within Second Life for clinical education<br />

and role-playing spaces have, to some degree, been packed up and then reused for projects of<br />

similar need. However this has proved difficult and inefficient. This is especially so when virtual land<br />

has been unfunded or closed. Builds using open platforms (such as OpenSim) rather than in closed<br />

eco systems (such as Second Life) allow packing of objects in inventory archive (IAR) files or whole<br />

sims in OpenSim archive (OAR) files, which are then are placed online for others to download and<br />

use. Increasing cross-institutional collaboration and extending sharing of resources and pedagogical<br />

practices are similarly identified in the NMC report (Johnson et al., 2015) as global trends, which<br />

pose significant challenges, hence the report’s prediction that achievement of such goals may still be<br />

five or more years away. 3D scanned objects can be created for reuse; for example, authentic<br />

spaces can recreate the shape and surface markings of an Egyptian tomb so that scanned objects<br />

can be placed within it, providing further context for excavation techniques and object descriptions.<br />

Teaching complex thinking and creative problem solving<br />

The NMC 2015 report (Johnson et al., 2015) suggests that the teaching of complex thinking will<br />

become increasingly important in the next two-three years. Although the NMC report describes<br />

complex thinking as beyond creative problem solving and decision making, suggesting complex<br />

thinking will require graduates who are able to manage ‘big data’ and be able to take advantage of<br />

the latest tools and techniques to solve complex problems and influence systemic change, several<br />

VWWG members report using 3D virtual and immersive environments to foster critical thinking,<br />

creative problem solving and clinical decision making. Multiple sources of information such as<br />

patient case history, blood test results, ECG, radiology information (such as MRI, CT or ultrasound<br />

images, etc) are being used for clinical decision-making. Students make informed decisions by<br />

selecting the correct objects in the right sequence. The clinical tutor is available to assess/challenge<br />

student knowledge and understanding. Students are located all across the continent so the virtual<br />

meeting space is ideal.<br />

126<br />

FP:114

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